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Advanced C# in Unity 5

Learn how to create believable game worlds and behaviours by scripting gameplay in C#. In this comprehensive 3DMotive course targeted at intermediate users, instructor Alan Thorn demonstrates advanced C# scripting techniques and their underlying concepts for solving real-world development problems. Understand core mathematical ideas, like Vectors and Quaternions, for making objects move, rotate and change predictably. See how to apply C# for implementing line of sight functionality, artificial intelligence, collision detection and lots more. In addition, see how to work with large amounts of data, how to understand coordinate systems and spatial problems, and how to customize the Unity editor to work the way you need it to. By the end of this course you’ll have established a highly valuable foundation for coding confidently with C# to develop sophisticated games that are impressive and marketable

  • Software: Unity
  • Author: Alan Thorn
  • Skill Level: Advanced
  • Video Length:
Chapter 1 - Intro
01:12
Chapter 2 - Course Requirements
04:01
Chapter 3 - Getting Started with Movement and Motion
04:29
Chapter 4 - Vectors and Coordinate Spaces
09:46
Chapter 5 - DeltaTime
03:55
Chapter 6 - Gizmos
09:13
Chapter 7 - Gizmo Icons
03:50
Chapter 8 - Quaternions
05:58
Chapter 9 - Rotation and Circular Motion
09:15
Chapter 10 - Rotation and Looking
05:26
Chapter 11 - Rotation and Rotational Speed
04:30
Chapter 12 - Orbiting and Movement with Quaternions
09:12
Chapter 1 - Intro
01:03
Chapter 2 - Player Movement
05:02
Chapter 3 - Physics and Collisions
07:23
Chapter 4 - World Space vs Local Space
04:28
Chapter 5 - Coordinate Space Conversions
06:11
Chapter 6 - Gravity and Jumping
06:06
Chapter 7 - Quaternion Slerping
05:26
Chapter 8 - Vector Projection
06:54
Chapter 9 - Terrain Hovering Project
02:45
Chapter 10 - Terrain Planar Movement
07:27
Chapter 11 - Terrain Elevation
06:54
Chapter 12 - Normal Vectors
06:02
Chapter 1 - Intro
01:01
Chapter 2 - Getting Started with Character Animation
04:59
Chapter 3 - Correcting Root Motion
06:00
Chapter 4 - Starting a Blend Tree
04:36
Chapter 5 - Working with Motion Fields
09:44
Chapter 6 - Scripting with Blend Trees
07:42
Chapter 7 - JSON Data
06:21
Chapter 8 - JSON and Persistent Data
03:58
Chapter 9 - Planning an Inventory
01:56
Chapter 10 - The Inventory GUI
03:54
Chapter 11 - Creating an Inventory Panel
06:18
Chapter 12 - Scripting Inventory Items
03:52
Chapter 13 - Completing the Inventory
06:23
Chapter 1 - Intro
00:52
Chapter 2 - Approaching Object Picking
04:26
Chapter 3 - Handling Tap Input
06:39
Chapter 4 - Introducting Twin Stick Controls
02:00
Chapter 5 - Mouse Looking
08:00
Chapter 6 - Ammo Prefabs
04:54
Chapter 7 - Instantiating Ammo
06:29
Chapter 8 - Introducing Ammo Pooling
02:22
Chapter 9 - Scripting Ammo
04:03
Chapter 10 - Creating an Ammo Manager
04:28
Chapter 11 - Creating an Ammo Pool
04:28
Chapter 12 - Introducing Queues
04:28
Chapter 13 - Managing Ammo Spawning and Conclusion
05:43
Chapter 1 - Introduction
01:12
Chapter 2 - Preparing for AI
03:57
Chapter 3 - Proximity Detection
05:55
Chapter 4 - Field of View
07:51
Chapter 5 - Line of Sight
07:08
Chapter 6 - Navmesh Generation
04:35
Chapter 7 - Path-Finding and Steering
04:52
Chapter 8 - Codeless Patrolling
05:36
Chapter 9 - Introducing FSMs
03:35
Chapter 10 - Creating States
03:09
Chapter 11 - State Switching
03:36
Chapter 12 - Completing the AI
03:20
Chapter 13 - Exploring the Patrol State
05:12
Chapter 14 - Chase, Attack and Conclusion
04:21

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